// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "DissolveByDistanceFadeTest"
{
	Properties
	{
		_DissolveTex("_DissolveTex", 2D) = "white" {}
		_MainTex("_MainTex", 2D) = "white" {}
		_DissolveAmount("_DissolveAmount", Range( 0 , 1)) = 0.4111551
		_DissolveColorAmount("_DissolveColorAmount", Range( 0 , 1)) = 0
		[HideInInspector] _texcoord( "", 2D ) = "white" {}

	}
	
	SubShader
	{
		
		
		Tags { "RenderType"="Opaque" }
	LOD 100

		CGINCLUDE
		#pragma target 3.0
		ENDCG
		Blend Off
		AlphaToMask Off
		Cull Back
		ColorMask RGBA
		ZWrite On
		ZTest LEqual
		Offset 0 , 0
		
		
		
		Pass
		{
			Name "Unlit"
			Tags { "LightMode"="ForwardBase" }
			CGPROGRAM

			

			#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
			//only defining to not throw compilation error over Unity 5.5
			#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
			#endif
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_instancing
			#include "UnityCG.cginc"
			

			struct appdata
			{
				float4 vertex : POSITION;
				float4 color : COLOR;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};
			
			struct v2f
			{
				float4 vertex : SV_POSITION;
				#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
				float3 worldPos : TEXCOORD0;
				#endif
				float4 ase_texcoord1 : TEXCOORD1;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			uniform sampler2D _MainTex;
			uniform float4 _MainTex_ST;
			uniform sampler2D _DissolveTex;
			uniform float4 _DissolveTex_ST;
			uniform float _DissolveAmount;
			uniform float _DissolveColorAmount;

			
			v2f vert ( appdata v )
			{
				v2f o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
				UNITY_TRANSFER_INSTANCE_ID(v, o);

				o.ase_texcoord1.xy = v.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord1.zw = 0;
				float3 vertexValue = float3(0, 0, 0);
				#if ASE_ABSOLUTE_VERTEX_POS
				vertexValue = v.vertex.xyz;
				#endif
				vertexValue = vertexValue;
				#if ASE_ABSOLUTE_VERTEX_POS
				v.vertex.xyz = vertexValue;
				#else
				v.vertex.xyz += vertexValue;
				#endif
				o.vertex = UnityObjectToClipPos(v.vertex);

				#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
				o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
				#endif
				return o;
			}
			
			fixed4 frag (v2f i ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(i);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
				fixed4 finalColor;
				#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
				float3 WorldPosition = i.worldPos;
				#endif
				float2 uv_MainTex = i.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw;
				float2 uv_DissolveTex = i.ase_texcoord1.xy * _DissolveTex_ST.xy + _DissolveTex_ST.zw;
				clip( ( tex2D( _DissolveTex, uv_DissolveTex ).r - _DissolveAmount ) - _DissolveColorAmount);
				
				
				finalColor = tex2D( _MainTex, uv_MainTex );
				return finalColor;
			}
			ENDCG
		}
	}
	CustomEditor "ASEMaterialInspector"
	
	
}
/*ASEBEGIN
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Node;AmplifyShaderEditor.SimpleSubtractOpNode;22;159.4107,269.4034;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;25;157.6889,523.7556;Inherit;False;Property;_DissolveColorAmount;_DissolveColorAmount;3;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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WireConnection;22;0;2;1
WireConnection;22;1;7;0
WireConnection;39;0;3;0
WireConnection;39;1;22;0
WireConnection;39;2;25;0
WireConnection;43;0;39;0
ASEEND*/
//CHKSM=3CB54FA380EB5E534C5F211635DD38B27FAAACED